/* Copyright (c) <2003-2022> <Newton Game Dynamics>
* 
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* 
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely
*/
#ifndef __ND_RENDER_PASS_H__
#define __ND_RENDER_PASS_H__

#include "ndRenderStdafx.h"

class ndRender;

class ndRenderPass: public ndClassAlloc
{
	public:
	ndRenderPass(ndRender* const owner);
	virtual ~ndRenderPass();

	void MakeActive(bool mode);

	virtual void ResetScene() {}
	virtual void RenderScene() = 0;

	protected:
	ndRender* m_owner;
	bool m_active;

	friend class ndRender;
};

#endif